Purity Domain
Those who follow the path of Purity spend their time tending to streams, lakes, and channels they have created throughout the world. These waters stretch between plains and forests alike, flowing past temples, shrines, and churches where clerics tirelessly cleanse even the slightest impurity. These clerics work diligently to create new bodies of water wherever required, at times simply diverting tributaries where life is needed. They masterfully create reservoirs during droughts to save villages and construct dams to preserve fthe fauna. Though they hunt monstrosities that threaten bodies of water. Disciples of Purity tend to avoid violence, preferring peaceful means of resolving confrontation, even when in danger. Many also serve as guides to other worshippers seeking enlightenment within nature's realms.
Purity Domain Spells
| Cleric Level |
Spells |
| 1st |
Create or Destroy Water, Fog Cloud |
| 3rd |
Protection from Poison, Lesser Restoration |
| 5th |
Wall of Water, Water Breathing, Tidal Wave |
| 7th |
Control Water, Watery Sphere |
| 9th |
Maelstrom, Greater Restoration |
Bonus Cantrips
When you choose this domain at 1st level, you the Shape Water and Ray of Frost cantrips if you don't already know them. These cantrips don't count against the number of cleric cantrips you know.
Blessing of Purity
From 1st level, you become accustomed to the water and learn a ritual to make holy water. You gain a swimming speed of 30 feet. You can perform a special ritual with a small amount of water. The ritual takes 10 minutes, during that duration you must be still and have the water within 10 feet of you. After the ritual, the water turns to holy water.
As an action, you can splash the holy water onto a creature within 20 feet of you. Make a ranged attack against the creature, treating the holy water as an improvised weapon. If the target is fiend or undead, it takes 2d6 radiant damage. This also makes the targets wet. When you make an attack roll against a wet creature with cold damage, you gain advantage on the attack roll. If you already had advantage on the attack roll, you score a critical hit.
Channel Divinity: Cleansing Cold
Starting at 2nd level, you can use your Channel Divinity to wield the freezing cold of the depths.
When you roll cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. If the target is wet when you hit it, it becomes frozen. Its speed is reduced to 0 and it cannot make any actions for 1 minute. At the start of each of its turns, it can use its action make Strength saving throw (DC equal to your spellcasting DC) to break free.
Channel Divinity: Purify Water
Beginning at 6th level, you can use your Channel Divinity to cleanse large bodies of water.
As an action, you can purify a body of water. You cannot purify the ocean but you can purify lakes. Purified water is rendered free of poison and disease. The water also becomes drinkable if it wasn't already and any creatures living within are healed of any posion or disease they recieved from the water.
Baptism
At 6th level, you learn a new special ritual that you can perform once per day on yourself or other creatures. The ritual takes 1 hour to perform, during which the creature being baptised has to be partially submerged in water. When the ritual is over, the creature will become resistant to necrotic damage for 24 hours and it can reroll one d20 within these 24 hours. Additionally, the creature gains a swimming speed equal to 30 feet. If the creature is undead or fiend it takes 10d10 radiant damage
The water the creature was submerged in becomes holy water for 24 hours.
Glacial Strike
Starting at 8th level, you gain the ability to infuse your weapon's strikes with cold. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target.
When you reach 14th level, the extra damage increases to 2d8. When attacking undead or fiends with an empowered attack, you deal an additional 1d4 radiant damage.
Blessed wave
At 17th level, you can summon a wave of water in a 60 foot cone infront of you. All creatures hit by the water must succeed on a Strength saving throw (DC equal to your spellcasting DC) or be pushed 10 feet back and fall prone. All creatures touched by the wave become wet and their speed is reduced by 15 feet, they also have disadvantage on Dexterity saving throws for 1 minute. Undead and fiends hit by the wave, automatically fail the Dexterity saving throw.
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